import pygame
import sys
import traceback
import random

#自定义的py文件导入
import my_plane
import enemy
import bullet
import supply


#初始化
pygame.init()
pygame.mixer.init()


#设置窗口
bg_size = width, height = 400, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption('飞机大战')


#定义颜色
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
WHITE = (255, 255, 255)



#背景图片
background = pygame.image.load('image/background.png').convert()


#背景音乐
pygame.mixer.music.load('music/bg.ogg')
pygame.mixer.music.set_volume(0.15)


#音效
bullet_sound = pygame.mixer.Sound('music/bullet.wav')
bullet_sound.set_volume(0.05)

bomb_sound = pygame.mixer.Sound('music/bomb.wav')
bomb_sound.set_volume(0.2)

supply_sound = pygame.mixer.Sound('music/supply.wav')
supply_sound.set_volume(0.2)

get_supply_sound = pygame.mixer.Sound('music/get_supply.wav')
get_supply_sound.set_volume(0.2)

down_sound = pygame.mixer.Sound('music/down.wav')
down_sound.set_volume(0.2)

pygame.mixer.set_num_channels(32)


#生成小型敌机
def add_small_enemies(group1, group2, num):
    for i in range(num):
        e1 = enemy.SmallEnemy(bg_size)
        group1.add(e1)
        group2.add(e1)

       
#生成中型敌机
def add_mid_enemies(group1, group2, num):
    for i in range(num):
        e2 = enemy.MidEnemy(bg_size)
        group1.add(e2)
        group2.add(e2)


#生成大型敌机
def add_big_enemies(group1, group2, num):
    for i in range(num):
        e3 = enemy.BigEnemy(bg_size)
        group1.add(e3)
        group2.add(e3)


#调整敌机速度
def inc_speed(target, inc):
    for each in target:
        each.speed += inc

#------------------------------------------------------------------------------------------------------

def main():

    pygame.mixer.music.play(-1)

    clock = pygame.time.Clock()


    #生成我放飞机
    me = my_plane.MyPlane(bg_size)


    #生成敌方飞机
    enemies = pygame.sprite.Group()

    small_enemies = pygame.sprite.Group()
    add_small_enemies(small_enemies, enemies, 15)

    mid_enemies = pygame.sprite.Group()
    add_mid_enemies(mid_enemies, enemies, 4)

    big_enemies = pygame.sprite.Group()
    add_big_enemies(big_enemies, enemies, 2)


    #生成普通子弹
    bullet1 = []
    bullet1_index = 0
    bullet1_num = 4
    for i in range(bullet1_num):
        bullet1.append(bullet.Bullet1(me.rect.midtop))


    #生成高级子弹
    bullet2 = []
    bullet2_index = 0
    bullet2_num = 8
    for i in range(bullet2_num//2):
        bullet2.append(bullet.Bullet2((me.rect.centerx-33, me.rect.centery)))
        bullet2.append(bullet.Bullet2((me.rect.centerx+30, me.rect.centery)))

    
     
    running = True          #游戏运行变量
    switch_image = True     #飞机图片切换变量
    delay = 100             #图片切换延迟时间

    #击坠图片索引
    e1_destroy_index = 0
    e2_destroy_index = 0
    e3_destroy_index = 0
    me_destroy_index = 0

    #统计得分
    score = 0
    score_font = pygame.font.SysFont('arial', 36)

    #标志是否暂停游戏
    paused = False
    pause_nor_image = pygame.image.load('image/pause_nor.png').convert_alpha()
    pause_pressed_image = pygame.image.load('image/pause_pressed.png').convert_alpha()
    resume_nor_image = pygame.image.load('image/resume_nor.png').convert_alpha()
    resume_pressed_image = pygame.image.load('image/resume_pressed.png').convert_alpha()
    paused_rect = pause_nor_image.get_rect()
    paused_rect.left, paused_rect.top = width - paused_rect.width -10, 10
    paused_image = pause_nor_image


    #设置难度级别
    level = 1


    #全屏炸弹
    bomb_image = pygame.image.load('image/bomb.png').convert_alpha()
    bomb_rect = bomb_image.get_rect()
    bomb_font = pygame.font.SysFont('arial', 48)
    bomb_num = 3
    

    #每30秒发放一个补给包
    bullet_supply = supply.Bullet_Supply(bg_size)
    bomb_supply = supply.Bomb_Supply(bg_size)
    SUPPLY_TIME = pygame.USEREVENT
    pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)


    #高级子弹定时器（18秒）
    DOUBLE_BULLET_TIME = pygame.USEREVENT + 1

    #是否使用高级子弹
    is_double_bullet = False

    #飞机生命数量
    life_image = pygame.image.load('image/life.png').convert_alpha()
    life_rect = life_image.get_rect()
    life_num = 3

    #飞机重生3秒无敌计时
    INVINCIBLE_TIME = pygame.USEREVENT + 2


    #阻止文件重复打开
    recored = False


    #游戏结束界面
    gameover_font = pygame.font.SysFont('arial', 48)
    again_image = pygame.image.load('image/again.png').convert_alpha()
    again_rect = again_image.get_rect()
    gameover_image = pygame.image.load('image/gameover.png').convert_alpha()
    gameover_rect = gameover_image.get_rect()

    
    #---------------------------------------------------------------------------------------------------

    while running:
        #监听事件
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            if event.type == pygame.MOUSEBUTTONDOWN:
                #鼠标点击暂停键
                if event.button == 1 and paused_rect.collidepoint(event.pos):
                    paused = not paused
                    if paused:
                        pygame.mixer.music.pause()
                        pygame.mixer.pause()
                    else:
                        pygame.mixer.music.unpause()
                        pygame.mixer.unpause()
                        
                #鼠标点击‘结束游戏’
                if event.button ==1 and gameover_rect.collidepoint(event.pos):
                    pygame.quit()
                    sys.exit()

                #鼠标点击'重新开始'
                if event.button == 1 and again_rect.collidepoint(event.pos):
                    main()

            #空格投放炸弹
            if event.type == pygame.KEYDOWN:
                if not paused:
                    if event.key == pygame.K_SPACE:
                        if bomb_num:
                            bomb_num -= 1
                            bomb_sound.play()
                            for each in enemies:
                                if each.rect.bottom > 0:
                                    each.active = False

            #30秒重置补给                       
            if event.type == SUPPLY_TIME:
                if  not paused:
                    supply_sound.play()
                    if random.choice([True, False]):
                        bomb_supply.reset()
                    else:
                        bullet_supply.reset()
         

            #18秒高级子弹时间
            if event.type == DOUBLE_BULLET_TIME:
                is_double_bullet = False
                pygame.time.set_timer(DOUBLE_BULLET_TIME, 0)


            #3秒后解除飞机无敌时间
            if event.type == INVINCIBLE_TIME:
                me.invincible = False
                pygame.time.set_timer(INVINCIBLE_TIME, 0)

        #暂停图片变化
        if paused_rect.collidepoint(pygame.mouse.get_pos()):
            if paused:
                paused_image = resume_pressed_image
            else:
                paused_image = pause_pressed_image
        else:
            if paused:
                paused_image = resume_nor_image
            else:
                paused_image = pause_nor_image


        #根据用户得分增加难度
        if level == 1 and score > 50000:
            level = 2
            #增加3架小型敌机，2架中型敌机，1架大型敌机
            add_small_enemies(small_enemies, enemies, 3)
            add_mid_enemies(mid_enemies, enemies, 2)
            add_big_enemies(big_enemies, enemies, 1)
            #提升速度
            inc_speed(small_enemies, 1)

        if level == 2 and score > 300000:
            level = 3
            #添加5个小型飞机，3架中型飞机，2架大型飞机
            add_small_enemies(small_enemies, enemies, 5)
            add_mid_enemies(mid_enemies, enemies, 3)
            add_big_enemies(big_enemies, enemies, 2)
            #提升速度
            inc_speed(small_enemies, 1)
            inc_speed(mid_enemies, 1)

        if level == 3 and score > 600000:
            level = 4
            #添加5个小型飞机，3架中型飞机，2架大型飞机
            add_small_enemies(small_enemies, enemies, 5)
            add_mid_enemies(mid_enemies, enemies, 3)
            add_big_enemies(big_enemies, enemies, 2)
            #提升速度
            inc_speed(small_enemies, 1)
            inc_speed(mid_enemies, 1)

        if level == 4 and score > 1000000:
            level = 5
            #添加5个小型飞机，3架中型飞机，2架大型飞机
            add_small_enemies(small_enemies, enemies, 5)
            add_mid_enemies(mid_enemies, enemies, 3)
            add_big_enemies(big_enemies, enemies, 2)
            #提升速度
            inc_speed(small_enemies, 1)
            inc_speed(mid_enemies, 1)
        

        #绘制背景
        screen.blit(background, (0,0))

        #-----------------------------------------------------------------------------------------------
            
        if life_num and not paused:
            
            #检测用户键盘操作
            key_press = pygame.key.get_pressed()

            if key_press[pygame.K_w] or key_press[pygame.K_UP]:
                me.moveUp()
            if key_press[pygame.K_s] or key_press[pygame.K_DOWN]:
                me.moveDown()
            if key_press[pygame.K_a] or key_press[pygame.K_LEFT]:
                me.moveLeft()
            if key_press[pygame.K_d]  or key_press[pygame.K_RIGHT]:
                me.moveRight()


            #检测我方飞机是否被撞
            enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
            if enemies_down and not me.invincible:
                me.active = False
                for each in enemies_down:
                    each.active = False


            #循环生成子弹
            if not(delay % 10):
                bullet_sound.play()
                if is_double_bullet:
                    bullets = bullet2
                    bullets[bullet2_index].reset((me.rect.centerx-33, me.rect.centery))
                    bullets[bullet2_index+1].reset((me.rect.centerx+30, me.rect.centery))
                    bullet2_index = (bullet2_index + 2) % bullet2_num

                else:
                    bullets = bullet1                  
                    bullets[bullet1_index].reset(me.rect.midtop)
                    bullet1_index = (bullet1_index + 1) % bullet1_num

            


            #绘制子弹
            for i in bullets:
                if i.active:
                    i.move()
                    screen.blit(i.image, i.rect)
                    
                    #检测子弹是否击中敌机
                    enemy_hit = pygame.sprite.spritecollide(i, enemies, False, pygame.sprite.collide_mask)
                    if enemy_hit:
                        i.active = False
                        for e in enemy_hit:
                            if e in mid_enemies or e in big_enemies:
                                e.energy -= 1
                                e.hit = True
                                if e.energy == 0:
                                    e.active = False
                            else:
                                e.active = False


            #绘制炸弹补给
            if bomb_supply.active:
                bomb_supply.move()
                screen.blit(bomb_supply.image, bomb_supply.rect)
                if pygame.sprite.collide_mask(bomb_supply, me):
                    get_supply_sound.play()
                    if bomb_num < 3:
                        bomb_num += 1
                    bomb_supply.active = False
                    

            #绘制高级子弹补给
            if bullet_supply.active:
                bullet_supply.move()
                screen.blit(bullet_supply.image, bullet_supply.rect)
                if pygame.sprite.collide_mask(bullet_supply, me):
                    get_supply_sound.play()
                    is_double_bullet = True
                    pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000)
                    bullet_supply.active = False


            #绘制我方飞机
            if me.active:
                if switch_image:
                    screen.blit(me.image1, me.rect)
                else:
                    screen.blit(me.image2, me.rect)
            else:
                #毁灭
                if not(delay % 3):
                    if e3_destroy_index == 0:
                        down_sound.play()
                        
                    screen.blit(me.destroy_images[me_destroy_index], each.rect)
                    me_destroy_index = (me_destroy_index + 1) % 4
                    
                    if e3_destroy_index == 0:
                        life_num -= 1
                        me.reset()
                        pygame.time.set_timer(INVINCIBLE_TIME, 3*1000)
                   
                       

            #绘制大型敌机
            for each in big_enemies:
                if each.active:
                    each.move()

                    if each.hit:
                        screen.blit(each.image_hit, each.rect)
                        each.hit = False
                    else:
                        if switch_image:
                            screen.blit(each.image1, each.rect)
                        else:
                            screen.blit(each.image2, each.rect)

                    #绘制血条
                    pygame.draw.line(screen, BLACK, \
                                     (each.rect.left, each.rect.top - 5), \
                                     (each.rect.right, each.rect.top - 5), \
                                     2)
                    
                    #血条大于20%就绿色，否则红色
                    energy_remain = each.energy / enemy.BigEnemy.energy
                    if energy_remain > 0.2:
                        energy_color = GREEN
                    else:
                        energy_color = RED

                    pygame.draw.aaline(screen, energy_color, \
                                     (each.rect.left, each.rect.top - 5), \
                                     (each.rect.left + each.rect.width * energy_remain, each.rect.top - 5), \
                                     2)
                else:
                    #毁灭
                    if not(delay % 3):
                        if e3_destroy_index == 0:
                            down_sound.play()
                            
                        screen.blit(each.destroy_images[e3_destroy_index], each.rect)
                        e3_destroy_index = (e3_destroy_index + 1) % 6
                        
                        if e3_destroy_index == 0:
                            score += 10000
                            each.reset()
                    


            #绘制中型敌机
            for each in mid_enemies:
                if each.active:
                    each.move()
                    if each.hit:
                        screen.blit(each.image_hit, each.rect)
                        each.hit = False
                    else:
                        screen.blit(each.image, each.rect)

                    #绘制血条
                    pygame.draw.line(screen, BLACK, \
                                     (each.rect.left, each.rect.top - 5), \
                                     (each.rect.right, each.rect.top - 5), \
                                     2)

                    #血条大于20%就绿色，否则红色
                    energy_remain = each.energy / enemy.MidEnemy.energy
                    if energy_remain > 0.2:
                        energy_color = GREEN
                    else:
                        energy_color = RED

                    pygame.draw.aaline(screen, energy_color, \
                                     (each.rect.left, each.rect.top - 5), \
                                     (each.rect.left + each.rect.width * energy_remain, each.rect.top - 5), \
                                     2)
                else:
                    if not(delay % 3):
                        if e2_destroy_index == 0:
                            down_sound.play()
                        
                        screen.blit(each.destroy_images[e2_destroy_index], each.rect)
                        e2_destroy_index = (e2_destroy_index + 1) % 4
                        
                        if e2_destroy_index == 0:
                            score += 6000
                            each.reset()


            #绘制小型敌机
            for each in small_enemies:
                if each.active:
                    each.move()
                    screen.blit(each.image, each.rect)
                else:
                    #毁灭
                    if not(delay % 3):
                        if e1_destroy_index == 0:
                            down_sound.play()
                            
                        screen.blit(each.destroy_images[e1_destroy_index], each.rect)
                        e1_destroy_index = (e1_destroy_index + 1) % 4
                        
                        if e1_destroy_index == 0:
                            score += 1000
                            each.reset()

            #绘制炸弹数
            bomb_text = bomb_font.render('x %d' %bomb_num, True, WHITE)
            text_rect = bomb_text.get_rect()

            screen.blit(bomb_image, (10, (height - 10 - bomb_rect.height)))
            screen.blit(bomb_text, (30 + text_rect.width, height -5 - text_rect.height))


            #绘制剩余生命数量
            if life_num:
                for i in range(life_num):
                    screen.blit(life_image, \
                                (width - 10 - (i+1)*life_rect.width, \
                                 height - 10 - life_rect.height))

                            
        #-----------------------------------------------------------------------------------------------


        #绘制分数
        score_text = score_font.render('Score: %s' %str(score), True, WHITE)
        screen.blit(score_text, (10, 5))


        #绘制暂停键
        screen.blit(paused_image, paused_rect)


        #游戏结束
        if life_num == 0 :
            #停止声音，音效，计时
            pygame.mixer.music.stop()
            pygame.mixer.stop()
            pygame.time.set_timer(SUPPLY_TIME, 0)

            #打开文件，记录分数
            if not recored:
                recored = True
                with open('record.txt', 'r') as f:
                    record_score = int(f.read())
                if score > record_score:
                    with open('record.txt', 'w') as f:
                        f.write(str(score))


            #绘制结束画面
            screen.blit(background, (0,0))

            again_rect.left, again_rect.top = \
                             (width - again_rect.width) // 2, \
                             height//2 - again_rect.height + 10
            screen.blit(again_image, again_rect)
                        

            gameover_rect.left, gameover_rect.top = \
                                (width - gameover_rect.width) // 2, \
                                height//2 + 20  
            screen.blit(gameover_image, gameover_rect)
                        
            
            final_score_text = score_font.render('Total Score: %s' %str(score), True, WHITE)
            final_score_rect = final_score_text.get_rect()
            screen.blit(final_score_text, \
                        ((width - final_score_rect.width)//2, \
                        height//2 - again_rect.height - final_score_rect.height))

            best_score_text = score_font.render('Best Score: %s' %str(record_score), True, WHITE)
            screen.blit(best_score_text, (10, 10))
            
                        

            
            
                
        #切换飞机图片
        if not(delay % 5):
            switch_image = not switch_image



        #手动减低帧数，造成到时间差
        delay -= 1


        pygame.display.flip()
        
        clock.tick(60)

if __name__ == '__main__':
    try:
        main()
    except SystemExit:
        pass
    except:
        traceback.print_exc()
        pygame.quit()
        input()
